GERMAN SOLO: DATE EFFECTS BY DATE
DATE EFFECT
16 GERMAN SURPRISE ATTACKS − Only the 1st German Impulse
1. GE hand starts with 9 cards instead of 6.
2. GE must play cards with a total Command Value 10+ before triggering the Allied
Impulse, and may only be played to activate formations and as combat tactics.
3. Activated GE units may not move; they may attack and advance after combat.
• Exception: Reinforce Battle combat tactic.
4. Do not draw command cards for Allied units under attack (no Allied undetected
defenders or combat tactics).
5. After this 1st GE impulse, GE hand size is 6.
GERMAN TRAFFIC JAMS − all impulses of Dec 16
1. Only 1 GE unit may use a given bridge in a single activation. Another unit may cross it as
if crossing unbridged river.
SLOW ALLIED REACTION − all impulses of Dec 16
2. Allied non-Mechanized units may only move 1 hex when moving during an activation.
a. Exception: Reinforce Battle combat tactic.
3. Allies do not blow bridges. If conducting the Allied Engineers command event, check
only for placement of a Roadblock or IP.
4. Treat the Allied Artillery combat tactic as NO tactic. The Allied Corps Artillery combat
tactic still occurs as described.
5. Deploy only 1 reserve unit per each Allied Deploy Reserves command function (or to
map by Expedite Reserves).
6. Reserve units CCB.9A.VIII and CCR.9A.VIII are deployed by his Corps cards OR the XVIII
Corps (deploy in the VIII Corps Area).
16-19 German units may not move outside army boundaries (but may attack across them)
16-25 XXX Corps Units may not Move into a hex East of the Meuse until a GE unit enters a hex
adjacent to the Meuse. If 29A.XXX is deployed in Dinant, it may move anywhere
17+ Check Allied supply
17+ Check for blown bridges
18+ Deploy any Reserve GE units marked with entry date 2 days earlier than current date
18+ Include Method B in Reserve Checks
18+ Lose 5 VPs for each Westwall hex owned by the Allies in End of Day phase
19+ Check German supply
19+ Allied activation based on strength (2:1 situational strength)
19-23 Shuffle in two random Allied Action cards
20+ Check German Division cards for Fuel Shortages when drawing cards
20+ Only check Roadblocks for VP hexes
20+ Play of cards for Replacement Points allowed
20+ German units may move outside army boundaries
21+ Allied Air Interdiction
22+ 1st Allied Command card is a “No Command” card? Complete its function AND draw another